[WvWvW] Orb & Ideas and improvements

[WvWvW] Orb & Ideas and improvements

in Suggestions

Posted by: paladini.7823

paladini.7823

The ideas are mostly for the place I do love mostly, and its what Gw2 really called us for… from other games (which I dont know if can tell here lol), the Wx3.

[Race Alliance]
We already have such temporary alliances like quaggans, Ogres etc at Wx3.

It would be cool if when we earn such alliance, one special npc at that race allow us to buy a theme siege weapon, or even a special racial siege weapon.

Like those quaggan cannons, or Ogre ram style. You got the idea Anet?

E.G:.
Defend the infestation at camp, killing those undead will allow the players to collect body parts, and construct an undead siege style.


[The Orbs]
Level of Implementation NORMAL to HardCore

Bring em back, as soon Anet can fix and prevent those hacks to steal orbs too.

- Orbs WONT give PLAYER stat bonus anymore

new feature:

  • Orbs may affect keep sieges (take notice I said Keep, not player dropped sieges) *
    The idea here its instead of giving a server the bonus stats, transfer the bouns to the Keep Sieges.
    So Anet could work with 2 routes:
    —> Route 1 – Endurance
    When a keep has an Orb, their Keep Sieges will have their durability increased by 10 times, plus INNER WALLS and GATE will have 2x Endurance. (So destroying Oil, Mortars, Cannon wont be easy as cake anymore)
    —> Route 2 – Power
    When a keep has an Orb, the guildmaster who claim the Keep will be able to upgrade Sieges. (The intention here is allowing the sieges to do way more damage per upgrade paid)

Lets say it allow 5 upgrade Stages:
1st Stage: Increase damage by 30%
2nd Stage: Increase range by 30%
3rd Stage: Decrease recharge CD by 30%
4th Stage: Faster buildsite respawn
5th Stage: Cost to build is decreased by 50%

The concept at Orb its make a keep a worthy place to be taken/defended.
At other hand it wont give the crazy bonus which was imbalance to the most populous Wx3 server, like earning 300 extra stats was non-sense. The bonus will work on each border’s Garrison. At Eternal border can be placed at Home Keep or StoneMist.

For Eternal border, the orb will be a new bonus which will bring a Special Event: Eternal World Boss.

To make the spawn place decent to all 3 servers, Id say…
Create an underground Level under the Stonemist, like Skritt’s digging up the 3 tunnels each tunnel to a server side, which leads to a main room, where all 3 servers meet up, fight each other and Eternal World Boss, defeating this boss will drop the ORB.

This Special Event can happen with 2 stages:
- 1st Stage -> Helping Skritt’s dig the tunnel
Each server need to do the pre-event at their own side, and help dig your tunnel.
- 2nd Stage -> Killing the Eternal World Boss

So its like a race, which server complete the 1st Stage, gain early access to the Boss, while the other 2 servers will have to deal with the enemy Skritt’s spawning at their tunnel, to delay them to complete their 1st stage too. So who ends 1st stage first, has a decent advantage to kill the Boss 1st.

To prevent ninjaing other server tunnel (like wait server 1 do the event, and server 2 lead their zerg over the server 1 tunnel), each server tunnel will have dozens of Skritt Champions which will don insane AoE damage, plus constant STUN to enemies. This way we can force each server to play the 1st stage and not just trying to rogueing their way to Eternal World Boss easily.

Eternal ORB Special Event can be unique, and a big challenge

This a sketch I made with tablet (yes looks like paint, but Im still learning how to use Wacom LOL)

Thats it, for now. Because my text already too big to read. But still some tons of ideas LOL.

Attachments:

Paladini – Sanctum Of Rall

(edited by paladini.7823)

[WvWvW] Orb & Ideas and improvements

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Posted by: paladini.7823

paladini.7823

[Map Rotation Vote]
Level of Implementation HARDCORE

Its know that we already got very used with the map structure at all.
I dare to Anet to do a great challenge and develop such idea I’ll propose to Wx3.

Different them Wx3 maps, all the joy for exploring and planning new tactics will come back too.

Themes by human, chars, asura, norn and sylvari (when I say theme its not just skin everything… but remodel the entire map).

Sure will take a big time replanning new Wx3 maps, locations, camps n keeps, but can make Wx3 such an amazing place with those themes rotation, plus will make the most fanatic Wx3 players happy for a great long time.

Lets say:
Theme 1: Human Theme
Keeps and Keep Sieges will use human tecnology, plus the human landscape.

Theme 2: Chars Theme
Keeps and Keep Sieges will use chars tecnology, plus the chars landscape.
This theme I think can look amazing duo to chars and their love to wage wars…

Theme 3: Asura Theme
Keeps and Keep Sieges will use asura tecnology, plus the asura landscape.
The futuristic asura will make a great place too, with their weapons n gates, floating stuff (can even explore air castles)…

Theme 4: Sylvari Theme
Keeps and Keep Sieges will use Sylvari tecnology, plus the sylvari landscape.
A big Wx3 filled with living and breath forest, keeps n strongholds… (can explore underground mazes and castles, nature barricades etc)

Theme 5: Norn Theme
Keeps and Keep Sieges will use norn tecnology, plus the norn landscape.
Xmas theme lol…

The main proposal after those themes are developed follow such line of though:

Each Tier (T1, T2, T3 etc)
Will have an open votation for a theme, before the schedule reset.
After the votation, the winner theme will run for the entire week until next reset.

So this will bring alot of fun, plus allow us players to pick a desired theme proposed by Anet.

E.G:
Week 1 – Anet proposes “normal theme” or “asura theme”
T1 Server1 votes for “asura theme”
T1 Server2 votes for “normal theme”
T1 Server3 votes for “asura theme”

So at Week 1, the winner theme will be Asura for this Wx3 T1.

Sure this just an idea, but the point is diversity and new maps that incite the guilds and players to re-learn the map, explore, etc.
Each theme can bring out such tons of new things, per example Norn Theme can have Dynamic events like Snow Avalanche, which closes certain paths giving good advantage to a server, which can be countered with another dynamic event for digging and clearing the avalancher. Heck dam, so much ideas can be brought around…


[Wx3 General Damage Drop]
Level of Implementation EASY

Decrease all skills by -20~40% damage, this gonna make the battles endure abit more, and can have abit more fun too, and adjust the zerg btl endurances too (to dont be so lightning battles).
By all skills I mean, sieges, mobs, players. Like a Wx3 debuff for everyone (cant be dispelled).

Change the nerf at target cap, instead of 5 targets, allow it to be 10 targets.
Such nerf hit hard the purpose of Staff users at all. BWE was way more fun because we didnt had so much nerfs around. Bring the joy back again.

The solution before all those QQ of damage or Stacking was just simple, like that.
And Anet stated once: those who master control Boons and Condition will have the edge at battles. Stacking was just a way to use the benefits of that.

Paladini – Sanctum Of Rall

(edited by paladini.7823)

[WvWvW] Orb & Ideas and improvements

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Posted by: Dioxic.3026

Dioxic.3026

Pretty nice ideas. Orbs definitely must be handled with, it’s such an important part of WvW in terms of fun and battle.

[IRON]

[WvWvW] Orb & Ideas and improvements

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Posted by: paladini.7823

paladini.7823

Yea I hope we get some REAL LOVE at Wx3…
Lots of players love Gw2 so much because of Wx3
Plus Pve content its the Bonus

sPvp.. I always were not fan of Scenary type like this at other mmos.

Paladini – Sanctum Of Rall

(edited by paladini.7823)

[WvWvW] Orb & Ideas and improvements

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Posted by: paladini.7823

paladini.7823

[Keep Resources]
I think everyone felt powerless when your keep its undersiege and cant get the upgrade done, duo to constant 2v1 battles lol.

I propose to Anet allow us to deliver supply to the keep builder npc too, so the idea will be like this…
At camp when you grab the supply, talk to Quartermaster to repack the supply to resource and deliver to any keep.

So basically to dont destroy the current Dolyak system, we gonna have 2 supply types:
- Normal supply
Which is used to build sieges, repair gate and walls
- Keep resource (supply converted)
Which can be used only to supply a keep supply.

So its a matter of choise now, you can help your keep finish the upgrade, filling up the Keep supply…

Or just carry supply for common usage.

E.G:.

Our bay under attack, our near camps constantly stolen by enemies.
The upgrade its at 90% but we lacking resources, our BAY its empty on supply…
People can roam other camps and take supply, convert the supply at the Quartermaster to Keep Resources, and deliver it at BAY, allowing BAY to finish the upgrade.

[Wx3 Guild Sieges]
Guild Siege Weapons will bring a new level of fun, its gonna be special group sieges.
Which can perform damage even or greater than Superior Siege, plus adding more teamwork to control it.

So the siege tier goes like this:
Normal —> Superior --> Guild Siege

Which means, its gonna cost some good amount of Superior blueprints to make 1 Guild siege blueprint. The cost to create one will be abit high, but to deploy it gonna be cheaper (will use less supply), but to works at maximum performance will require a team.

[Guild Siege Ram]
I used to love how warhammer sieges weapons worked, specially their ram.
I think Gw2 could use such ram style here, its a group ram.
Lets say a bigger ram which can use up to 4 people, each people have a damage gauge that will add the final ram damage.

The mechanic was like this:
P1 ? Hit max gauge
P2 ? Hit max gauge
P3 ? Hit max gauge
P4 ? Hit max gauge

So the ram will do 1 hit with 10x damage
P1 ? Missed the gauge
P2 ? Hit max gauge
P3 ? Hit max gauge
P4 ? Hit max gauge

So the ram will do 1 hit with 7.5x damage

Its a group dependent siege, the more team effort results in better and fast damage output, the less team coordination results in fail damage too, plus it add alot more teamwork.

[Guild Siege Catapult]
I imagine this as 3 person siege weapon, and with Charr’s looking style.
1 Person will be the controller, which will aim and launch.
2 Persons will be the reloaders.

This siege will do 50% less damage than Superior catapults, but the big deal on this siege its the loading time, which will depend on teamwork.

The better the 2 reloaders work, the more shooting it can perform. In other words, if the 3 persons work good, the shooting can be really faster, resulting more damage output than Superiors at same time given.

So basically if well played, while a superior shoots once, a Guild Siege Catapult can shoot 2-3 times (as long the teamwork is good, and keep hitting the gauges), so like 150% damage output (guild siege) vs 100% damage output (superior siege).

Whats the big advantage at this siege at all, if only adds 50% extra damage?

The reloaders deal with the gauge, while the controller just aim the catapult (no need to turn anymore, it auto-turn as arrowcarts).
The controller wont need to load distance(gauge), the aim will be like arrowcart style, just target the place you want.
That means, the mobility to faster aim spots because their targetting system works like the arrowcart now.

[Guild Siege Cannon]
I would love to see a 3 people trebuchet style siege, but with the Asura tecnology and looking like Energy cannon (cough… Terquatl asura cannon?!… cough).

How this gonna work…
2 People will be in charge to load power (gauge)
1 People will be the shooter/aimer.

The speed will 50% faster than usual trebuchets, the damage will be 50%.

So whats the point?
The aim system working like arrowcarts plus 3 skills to choose, plus the implement of CC skills for a SIEGE Weapon.

Skill 1 = Damage shot
Skill 2 = Condition shot (Mass randon condition at targeted area – enemy effect only)
Skill 3 = Boon shot (Mass Boon at targeted area – friend effect only)

The damage rate will be same as trebuchet if the group use Skill 1, but Skill 2 & 3 can perform a new support level, which we dont have yet at sieges.

[Gauge] = the current loading system we got at using the sieges.
[Guild Siege] = The prefference are given to the current guildmates, so this means if we have 4 people using it, and 3 are not from the current guild (which deployed it), any guildmate can take those 3 spots.
So operating a Guild Siege its 1st priority to guildmates, if open spots… anyone can fullfill it.

Paladini – Sanctum Of Rall

(edited by paladini.7823)

[WvWvW] Orb & Ideas and improvements

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Posted by: Aeonblade.8709

Aeonblade.8709

You have some really quality stuff in here Paladini, I like some of these ideas. +1 to the Orbs helping with keep defense. I believe there should be offensive orbs as well!

Anarai Aeonblade [GASM] – Guardian – DB
RIP my fair Engi and Ranger, you will be missed.

[WvWvW] Orb & Ideas and improvements

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Posted by: paladini.7823

paladini.7823

You have some really quality stuff in here Paladini, I like some of these ideas. +1 to the Orbs helping with keep defense. I believe there should be offensive orbs as well!

Hmm offensive orbs…

This gave me another idea LOL…
Which will need to tweak abit my main idea at ORB, but its simple anyways.
The moment the person places the ORB at the altar, it will popup which Orb style they want.

Which is:
Defensive (my 1st idea)
Offensive (the followin idea lol)

How this gonna work?
Every 15-20 minutes, the commander NPC will be enabled to launch the event (as long if the event not already working).
So this means, the guild who owns the keep will start the event.

[Offensive Orb for Garrison (borderlands)]
Will launch a NPC Commander event to perform a Mass atack to the BAY or HILLS.

So the server will follow the commander NPC to lead a massive attack on one of those places.

It will grant a good amount of Veteran npcs to battle, plus the Sieges to break the Outter and Inner gates.

Basically the success of this big event relays on participation, when a server cant take a well protected BAY/HILLS, you might get some extra power from the NPC Commander event.

[Offensive Orb for StoneMist/Home Keeps (eternal)]
Will work same as I described for borderlands, but the ORB can be placed at Home keeps or SM.

The commander NPC event will launch an Army/Siege attack to the Chosen enemy home keep.

*E.G:. *

Situation 1
Green server has SM + Offensive Orb, red and blue home keeps can be targeted by the commander NPC event.

Situation 2
Green server has Offensive Orb placed at their Home Keep, red got SM, blue has nothing (lol.. joke).
The Green commander NPC event can launch an attack to SM or red/blue Home keep.

I liked this suggestion ty LOL.

P.S:. The commander npc event already exists, I just extended the feature for extra spots.

Paladini – Sanctum Of Rall

(edited by paladini.7823)

[WvWvW] Orb & Ideas and improvements

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Posted by: paladini.7823

paladini.7823

[Guild Battle Golem]
After playing MF dungeon and seeing that epic IronMan boss style, I coudlnt avoid this idea lol…

The implement of a new golem type, a ranged golem.

Whats the cost and stats of this new golem?
As I described yet, Guild blueprints gonna be expensive and are kinda an upgrade from Superior blueprints, so basically might be around the same price as Alpha Golem blueprints.

This ranged golem will have 50% less HP than Alpha Golems, but their role and skills are very different.

Skills
1 – Roaming Missiles
With long range, will aim Keep Walls or Sieges only.
Cant damage players!!!
2- Disrupt Siege
Will throw a disrupting missile at the siege, disabling them for a few seconds.
3 – JetPack (gauge timer)
Can toggle on/off to fly a few centimeters at the ground (visual effect), enabling to move 100% faster than an usual GOLEM (so basically a player speed).
If you overheat the JetPack, the speed buff its gone.
4 – Pose (please do that funny MF Boss intro pose)
While performing all that posing animation, will recharge JetPack gauge and HP.

Paladini – Sanctum Of Rall

[WvWvW] Orb & Ideas and improvements

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Posted by: paladini.7823

paladini.7823

[Trapping system]
The trapper npc will allow a player to use (unique trap) 1 special trap, based on their class:

[Ranger Trap]
Once activated will give a Cripple AOE
2s Cripple (30% slow effect)

[Mage Trap]
Once activated will give a Chilling AOE
2s Chill (30% chill effect)

[Mesmer Trap]
Once activated will give Poison AOE
3s Poison

[Warrior Trap]
Once activated will give Weakness AOE
4s Weakness

[Necro Trap]
Once activated will give Fear AOE
1s Fear (only 1 sec, because this the most powerfull CC among the traps enlisted)

[Thief Trap]
Once activated will give Bleeding AOE
3s Bleed

[Engineer Trap]
Once activated will give Burning AOE
3s Burn

[Guardian Trap]
Once activated will give Vulnerability
4s Vulnerability

[The trapper specialist]
With current trap system implemented, we could have a system to disable traps, based on ranks too, the more you try, more experience at disabling trap you get.

The more the people try disabling a trap, will result at earning trap-experience and helps succeed disabling it.

Plus a balance to traps: Cost a little less badges too, and delete the Supply trap (this trap its non-sense at all).

A player can set only 1 trap per time, until it despawn.

Paladini – Sanctum Of Rall